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ToB Sharing Feats

Although I know methods for integrating ToB into core classes has been done previously, I kinda like the style of the "sharing" feats provided in Complete Adventurer and Complete Scoundrel. Naturally, these feats will be more powerful than normal feats as they are intended as a system of integration--basically, a method of giving up a little something to get the superior benefits of martial maneuvers. I created two feats for each non-full-caster core class; one standard sharing feat to give them access to the maneuvers, and one improved feat that combines the maneuvers with their existing class features. PEACH at will.

You have access to the following disciplines: Devoted Spirit, Iron Heart, and White Raven. If you had crusader maneuvers from any other disciplines, you must swap them for maneuvers from these disciplines upon taking this feat.

You recover maneuvers in the same manner as a normal crusader. However, you can speed the process along by expended some of your divine energy. By spending one of your daily uses of Turn Undead, you are instantly granted a random maneuver. Whenever you are to be granted a maneuver, you can choose the maneuver you are granted by spending twice the maneuvers level in hit points of your lay on hands ability.

Benefit: You can expend a readied martial strike from the Devoted Spirit, Iron Heart, or White Raven disciplines to turn an attack into a smite attack. All the normal rules and limits of your smite attacks apply, but you expend no daily uses. Additionally, whenever you execute a martial strike that provides healing, you can spend your lay on hands to add to the healing on a point-for-point basis. This extra healing applies to all recipients of the maneuver's benefit.

Your crusader levels stack with your paladin levels for purposes of determining your smite damage, smite usage per day, and daily lay on hands capacity, up to a maximum stack equal to your paladin level (so a Crusader 8/Paladin 5 would count as a 10th level paladin for such effects).

If you wish, you can give up your paladin spellcasting to gain the maneuver progression of a swordsage. Your granted maneuvers become equal to half your readied maneuvers.

You have access to any three disciplines you choose to build your own martial style. If you had swordsage maneuvers from other disciplines, you must exchange them for maneuvers from these disciplines upon taking this feat.

Your more specialized discipline focus and superior understanding of Ki energy allows you to recover your expended maneuvers more easily. You do not use the normal swordsage recovery method. Instead, you recover a number of expended maneuvers equal to your Wisdom modifier as a swift action by expended one of your daily uses of Stunning Fist.

Benefit: You can expend one of your readied martial strikes to make an attack into a stunning fist attack. All the normal rules and limits on stunning fist attacks apply, and you cannot use this ability to duplicate other effects that require the expenditure of a stunning fist use; only to make an actual stunning fist attack.

You have access to the following disciplines: Devoted Spirit, Shadow Hand, and Tiger Claw. If you had warblade maneuvers from any other disciplines, you must swap them for maneuvers from these disciplines upon taking this feat.

Since your combat focus is rather specialized, you have a more limited but slightly more fluid recovery method than most warblades. You recover your expended maneuvers as a free action after taking a full attack action. You do not recover any maneuver expended in that round. You even recover your maneuvers if it was a maneuver that provided the full attack.

Benefit: The benefits of this feat depend on whether you have the two weapon fighting style or the archery fighting style. If you have the two weapon fighting style, any time you make a martial strike that includes a single melee attack, you may attack with both weapons as part of the strike. Both attacks inflict any bonus damage bestowed as part of the strike. If the strike requires a save against a special effect, the target must make the save if either attack hits. If both hit, the target makes only one save, but the DC increases by 2.

If you have the archery fighting style, you can apply any martial maneuvers that normally apply to melee attacks to your ranged attacks.

In addition, you can choose to sacrifice your ranger spellcasting to gain the maneuver progression of a swordsage.

You have access to the following disciplines: Desert Wind, Setting Sun, and Shadow Hand. If you had swordsage maneuvers from any other disciplines, you must swap them for maneuvers from these disciplines upon taking this feat.

Where most swordsages learn their maneuvers as a process of meditation, yours come from mastery of stealthy combat. You do not use the normal swordsage recovery method. Instead, any time you score a sneak attack, you can sacrifice a number of damage dice equal to an expended maneuver's level to instantly recover that maneuver. You cannot recover a maneuver in the same round as it is used.

Sublime Infiltrator, Improved:
Your deceptive maneuvers let you use stealth tactics even in the open.

Prerequisites: Sublime Infiltrator.

Benefit: Any time you make a martial strike that deals damage in and of itself, or that deals bonus damage (but not simply a strike that functions as one or more attacks) you add your sneak attack damage to the strike damage. If the strike is already made as a sneak attack, you instead add +1 damage per die of damage from either your sneak attack or the strike's damage bonus.

You have access to the following disciplines: Diamond Mind, Shadow Hand, and White Raven. If you had swordsage maneuvers from any other disciplines, you must swap them for maneuvers from these disciplines upon taking this feat.

Unlike normal swordsages, you get your drive from your songs of battle, not meditation. You do not use the normal swordsage recovery method. Instead, you recover a number of expended maneuvers equal to your Charisma modifier as a swift action by spending a use of bardic music.

Benefit: Whenever you are in a stance from the Diamond Mind, Shadow Hand, or White Raven disciplines, you can extend the effects of the stance to any ally who is currently benefitting from your bardic music. If the stance is one that already applies to allies, it does not stack with itself (for example, if you and two of your allies all benefit from your leading the charge stance and you are all within range of each other, you each only gain the benefit of it once, not three times).

Your swordsage levels stack with your bard levels for purposes of determining your bardic music uses per day and the value of your Inspire Courage ability, up to a maximum stack equal to your bard level (so a Swordsage 8/Bard 5 would count as a 10th level bard for bardic music and inspire courage).

You have access to the following disciplines: Desert Wind, Stone Dragon, and Tiger Claw. If you had warblade maneuvers from any other disciplines, you must swap them for maneuvers from these disciplines upon taking this feat.

Unlike normal warblades, you get your drive from your primal fury, not skill at arms. You do not use the normal warblade recovery method. Instead, you recover all of your expended maneuvers as a free action whenever you drop an opponent, except for those that you used that round.

Benefit: Whenever you are in a stance from the Desert Wind, Stone Dragon, or Tiger Claw disciplines, you can forego the normal benefits of the stance to instead gain the full benefits of your rage ability. You do not need to expend any daily uses of rage, can use this ability as many times as you wish during the encounter, and you are not fatigued when you leave the stance. The effects do not stack with normal rage activation, however.

Your warblade levels stack with your barbarian levels for purposes of determining your number of rages per day and the power of your rage, up to a maximum stack equal to your barbarian level (so a Warblade 8/Barbarian 5 would count as a 10th level barbarian for rage).

You have access to the following disciplines: Diamond Mind, Iron Heart, and Stone Dragon. If you had warblade maneuvers from any other disciplines, you must swap them for maneuvers from these disciplines upon taking this feat.

Your knowledge of maneuvers is not quite as polished as a normal warblade. You do not use the normal warblade recovery method. Instead, you recover all of your expended maneuvers as a free action once they have all been expended.

Benefit: Whenever you are using a martial strike from the Diamond Mind, Iron Heart, or Stone Dragon disciplines, you double the benefits of any weapon-specific feats you possess.

In addition, you can take any feat from the fighter list as your warblade bonus feats, and for every weapon-specific feat you possess, you gain an additional maneuver known from the Diamond Mind, Iron Heart, or Stone Dragon disciplines (you must fulfill the prerequisites and have the requisite initiator level). For every two such feats you gain an additional maneuver readied, and for every three you gain an additional stance known.

A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.